Character Creation:
You can find the Fate Accelerated rules here:
http://www.evilhat.com/home/fate-core-downloads/
For the most part, character creation will be the same as basic FAE. However, there are some tweaks and add-ons to better fit Star Trek.
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Aspects: Almost exactly the same as basic FAE rules with one exception for your high concept.
High Concept: Please include your species and bridge role (Example:
Dashing Human helmsman from Risa)
Trouble: Like base FAE (
I've never trusted Klingons, and I never will)
Additional Aspect: Like base FAE (
Spaceship-aholic)
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Approaches: To better simulate the shenanigans that Starfleet officers do, I've replaced descriptive approaches with department-oriented approaches.
Command: This is the interaction approach. It encompasses how well you can influence others, whether that be through leadership, deception, persuasion, or intimidation. This is how you rally beleaguered officers or talk down a hostile band of aliens. It is your default communication skill.
Wits: This is the instinct approach. It deals with how quickly you can react impending danger, out-think opponents, or develop a creative solution. It is your default defense trait, and also used to pilot a ship/vehicle.
Security: This is the main combat approach. It deals with how well you detect hidden enemy threats, or fight. It is your default attack trait, and also used to determine initiative.
Engineering: This is the technical approach. It is used to interact with technology, such as repairing broken equipment, programming computers, and figuring out alien technology.
Science: This is the intelligence approach. It represents how book smart you are, how much you know---from cultivating quadrotriticale to Klingon courtship rituals---and how well you can learn new things. It is the default perception trait you would use when pulling out a tricorder.
Medical: This is the all-things-living approach. Use this approach to find out how to treat injured people or undo physical, mental, or emotional harm. It is also the default skill to use when scanning for biological threats or forensic analysis.
I believe this approach reskin helps players be the best at what they want to do. It also guides you towards the character you want to be. For example, a daring First Officer who wants to lead her team into danger and outsmart any Klingon who crosses her path will probably choose to prioritize
Command and
Wits. However, a ship-junkie Helmsman might favor
Wits and
Engineering to make sure that a crash-landing on an alien planet doesn't leave him stranded. As for a Communications officer who is a linguistic specialist, he might prioritize
Command and
Science:.
You should use the basic Approach array: one at +3, two at +2, two at +1, and one at 0
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Stunts: This is almost exactly the same as basic FAE with a slight change in phrases for stunts that modify approaches.
Because I
am a Smooth Talker, I get +2 when I
use Command to Create Advantages when
I'm in conversation with someone.
As PbP is rough on people who pick once per session stunts, I will houserule that they can refresh sooner (probably every three scenes or so).
We will start with
ONE stunt.
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Stress, Consequences, and Getting Taken Out: Exactly the same as basic FAE. The only difference is that the Medical approach can be used to reduce and remove consequences based on severity and if you have the right tools...
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Healing: Healing is similar to basic FAE. Stress will disappear at the end of the scene, and consequences will diminish until they disappear. However, you can use Medical to overcome obstacles to reduce the severity of consequences. The base Target Number will be equal to the number of shifts of stress that box can hold. Succeeding with style will reduce the severity by two steps. NOTE: This means you cannot reduce the severity of a consequence if there is no box to move it down to.
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Equipment: These are aspects that cover your basic away-team gear, like phasers, communicators, tricorders, and so on. Each character has
four equipment slots. The amount of slots you need for equipment depends its rank, so you could carry 4 Rank I items, 2 Rank I and 1 Rank II item, 2 Rank II items, or 1 Rank I item and 1 Rank III item. Note that these do not replace regular boosts, created advantages, or character aspects. Finally, there is a not insignificant possibility that you might
LOSE these items during the course of story...
This list is a work in progress.
Rank I: Rank I equipment justifies being able to do something, such as attack at range, talk to each other at distance and the ship, or scan for things.
- Communicator
- Phaser I
- Basic or Medical Tricorder
- Tool Kit
Rank II: Rank II equipment is treated like Rank I, but can also be invoked with a Fate Point to add +2 to Fate dice or reroll.
- Phaser II
- Medical Kit
- Universal Translator
- Repair Kit
Rank III: Rank III equipment is treated like Rank II, but also provide a free invoke per scene.
- Phaser Rifle
- Portable Surgery Station
- AI-Asssisted Repair System
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Scenes, Sessions, and Milestones in Play-by-Post:
FAE was designed for playing in person, meaning there will have to be some tweaks for play-by-post. Scenes will work as normal, with the ending of action/things to do being the end of a scene. Sessions and campaigns will have to work a little differently. Instead of having sessions and campaigns, I'll take television series inspiration to heart and have "Episodes" and "Seasons." An episode will be the end of a session. The end of a campaign will be the end of a Season. I'll start a new thread for each episode, giving the number and the title (Ex: S1E1: Sybok's Brain).
Milestones are when your character advances (see p.33-34 of the FAE rulebook). Using Episodes and Seasons also makes Milestones easy. The end of an Episode will be a Minor Milestone. Every three episodes will be a Significant milestone. A major milestone will happen at the end of a Season.
This message was last edited by the GM at 13:08, Sun 17 Sept 2017.